» Fri Aug 13, 2010 1:41 am
History of fast travel in TES
(or guess who has been replaying the whole series)
Arena is set in the whole of Tameriel, and works like this
Towns have shops and temples and so on. When you leave through the city gates there is wildness. This wildness has dungeons which levels are randomly generated, you can not walk from one town to the next at all. You have to bring up the fast travel map, select the province and then select the town, there a lot of cities, towns and villages. Main quest and artifact related dungeons are added to the fast travel map
Daggerfall is similar except you can walk between towns but the wilderness is huge without anything of interest so walking for real time hours to get to a destination is boring, again Daggerfall was massive, daggerfall allowed cautious and reckless travel and allowed you to go overland or by sea, all these methods had in game ramifications
Morrowind was much more scaled down, the fast travel system was implemented in the forms of three kinds of networks, Mage guild teleportation, Silt Striders and boats and was limited to the towns. Morrowind was a game of exploration the world was set up for it, being lost was fun as you could come across any manner of caves or ruins, any of which could contain easy enemies and meh loot or hardcoe nasties and great loot. It was a muched loved system.
Oblivion was not as big as arena or Daggerfall but returned to there system, but it was not as involved as Daggerfall nor was Oblivion considered to be big enough by some to warrant it. It is argued that although it was bigger than Morrowind it was still of equivalent size, add in a compass that not only pointed to quest objectives but to any thing of interest close by, it destroyed all the sense of exploration Morrowind had. I agree with this, the first two games where massive, arena did have a bit of Morrowind explore the wilderness to see what you could find, but Daggerfall was just too big for this.
The teleport travel system works best in a huge world when it uses random encounters and other things to keep it interesting, I hated the way it worked in Oblivion and I hope they lose the cave, ruins and so on icons off the compass, even if they keep quest markers. TES moved towards exploring the wilderness Oblivion ruined any sense of entering the unknown as everything would be pointed to before you find it
And as Reivermk1 said it removed all the need for the teleportation spells that have exsisted since Daggerfall, Daggerfall had fast travel which took time but it also had timed quest so instant teleport spells had a use. And Morrowind restricted fast travel making the spells just as useful